Creating a Monk
Monks depend on Strength, Wisdom, and Dexterity for most of their powers. Constitution is also useful, since it helps them stand up to damage. The two monk builds presented here are the Ki Warrior and Martial Arts Expert.

Ki Warrior
Your use of the martial arts embodies the term "a strong will." Using your insight, you find ways to take down monstrous opponents though the use of will over strength. Ki based abilities are your focus.

Most of your attack powers use Wisdom, so it should be your highest ability score. Dexterity should be your second best ability score, as it will help with armor and reflex, while also applying to certain abilities. The third-highest score should be your Constitution, because you will constantly be in the melee fray of combat. Choose powers that reflect your preference for a wise style of fighting.Suggested Feat: Focused Offense (Human feat: Human Perseverance)Suggested Skills: Heal, Religion, Perception, Insight, Acrobatics.Suggested At-Will Powers: Flurry of Blows, Groin ShotSuggested Encounter Power: Sickening StrikeSuggested Daily Power: Stunning Blow

Martial Arts Expert
You like to rush into the battle, knocking people around and about with your shear strength, and often times grappling them to the ground to make sure they don't escape. Naturally, Strength should be your highest ability score. For your second ability, Dexterity is a good choice because it improves your AC and reflex, while also applying to many of your abilities. The third-highest score should be your Constitution, because you will constantly be in the melee fray of combat and need the additional health. Choose powers that reflect your preference for fighting with expertise of a martial arts master.Suggested Feat: Focused Offense (Human feat: Surprising Blow)Suggested Skills: Intimidate, Stealth, Endurance, Athletics, Acrobatics.Suggested At-Will Powers: Flurry of Blows, Monk's GripSuggested Encounter Power: Twist of the ArmSuggested Daily Power: Monkey's Strike

Monk Class Features
Your class features depend largely on the build and
fighting style you choose.
Devotion Path
Years of devotion to your respective path, filled with hours of intense meditation and training, has lead you to find ways to increase your lethality in combat.

Martial Expertise: Your expertise in the martial field has taught you how to deal with opponents that do not fight you with their full attention. You deal an additional 1d6 damage that scales with the die increase of your Monastic Battle Focus ability whenever your focused target grants you Combat Advantage.

The choice you make also provides bonuses to certain monk powers. Individual powers detail the effects (if any) your Devotion Path selection has on them.

Mystic Body:
Due to years of training being unhindered by heavy armors, all the while hardening the body's skin and muscle and gaining a heightened sense of battle, you gain a bonus to your armor class equal to either your Wisdom or Strength modifier while wearing no armor.

Also, because of your focus on unarmed melee attacks you may treat your fists as weapons that deal 1d6 damage with +4 class bonus to attack, and may act as if attacking with two weapons. Every part of the monk's body can be used as a weapon, so bound hands would not stop from an equally damaging kick or headbutt to the enemies face! A quarterstaff may also be used for many monk techniques, retaining the ability to act as if attacking with two weapons.
In addition, you gain the Quick draw feat.

Monastic Battle Focus
Once per turn as a minor action, you can designate the enemy nearest to you as your focused target.

Once per round, you may deal extra damage to your target while wielding a quarterstaff, sling, or with an unarmed strike. The extra damage is based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled.

The Monastic Battle Focus effect remains active until the end of the encounter, until the target is defeated, or until you designate a different target as your focus. You can designate only one enemy as your focused target at a time.

Groin Shot
A swift blow to an advantageous location allows for a speedy escape!
At-Will ✦ Martial,Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Target: One creature
Attack: Wisdom vs Reflex
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the target.

Monk's Grip
You attempt to grab on to the opponent - may the God's grant mercy upon those who you grasp.
At-Will ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed
Special: You can move 2 squares before the attack.
Attack: Strength vs. Reflex
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: The target is now grabbed.
Special: You can move a number of squares equal to your dexterity modifier before the attack.

Flurry of Blows
Unleash the flurry.
At-Will ✦ Martial,Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Targets: One or two creatures
Attack: Strength or Wisdom vs. AC
Special: You may make a number of attacks equal to your dexterity modifier. Each subsequent attack takes an accumulative -1 penalty.
Hit: 1[W] damage per attack.
Increase damage to 2[W] at 21st level.

Level 1 Encounter Exploits

Cornered Tiger Strike
Enemies surround you - much to their dismay. Have they not heard stories of the ferociousty of a cornered tiger?
Encounter ✦ Martial,Weapon
Standard Action Close burst 1
Requirement: Unarmed or Quarterstaff.
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Twist of the Arm
You take the grabbed opponents arm and quickly twist it.
Encounter ✦ Martial,Weapon
Standard Action Melee
Requirement: Unarmed. The target must be grabbed, and it must be large or smaller size.
Target: One creature
Attack: Strength vs. Fort
Hit: 2[W] + Strength modifier damage.
Martial Expertise: If the target tries to escape the grab before the start of your next turn, you receive a bonus to the appropriate defense against the escape attempt equal to your dexterity modifier.

Positioning Blow
A swipe behind their leg and a swift blow to the chest sends the foe stumbling right where you want them.
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] + Wisdom modifier damage, and you slide the target a number of squares equal to your dexterity modifier.

Twin Mantis Feign
You stand like a mantis to hedge in your foe, tricking him into exposing a weak spot, at which point you strike.
Daily ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Target: One creature
Attack: Wisdom or Strength vs. AC; two attacks
Hit: 2[W] + Wisdom or Strength modifier damage per attack.
Miss: Half damage per attack.

Monkey's Strike
You swiftly attack upwards into the enemies jaw, then spin and land another blow to the side of their face before they can react to the first strike.
Daily ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Target: One creature
Attack: Strength vs. AC; Two attacks.
Hit: 2 [W] + Strength modifier damage.
Effect: Slide the target 1 square, it is weakened until the end of your next turn. (This effect applies to only one of the two attacks, whichever hits).

Level 2 Utility Exploits

Great Leap
You leap a great distance without a running start.
At-Will ✦ Martial
Move Action Personal
Prerequisite: You must be trained in Athletics.
Effect: Make a high jump or a long jump. Determine the DC of the Athletics check as though you had a running start. The distance you jump can exceed your speed.

Diplomat
You will eventually win over anyone, even if it takes a few tries.
Encounter ✦ Martial
Free Action Personal
Trigger: You roll a Diplomacy check and dislike the result
Prerequisite: You must be trained in Bluff.
Effect: Reroll the Diplomacy check. You decide whether to make the reroll before the DM announces the result.

Hasted Step
You focus all of your will into your goal to reach your destination, and through this you greatly improve your speed.
Encounter ✦ Martial
Minor Action Personal
Effect: Until the end of your turn, the number of squares you may move or shift is increased by your dexterity modifier.

Enlightened
You are wise in all things. The sooner your friends realize this, the safer and better off they’ ll be.
Encounter ✦ Martial
Immediate Reaction Ranged 5
Trigger: An ally within range that you can see or hear makes a skill check using a skill in which you’re trained
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to your Wisdom modifier.

Level 3 Encounter Exploits

Setup Strike
You land a calculated blow that causes your enemy to drop his guard, leaving him vulnerable to subsequent attacks.
Encounter ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier damage, and the target grants combat advantage to you until the end of your next turn.

Blurring Speed
You attack twice with blurring speed while maneuvering yourself into the most advantageous
position possible.
Encounter ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Target: One or two creatures
Attack: Wisdom or Strength vs. AC; two attacks
Special: After the first or the second attack, you can shift a number of squares equal to 1 + your Dexterity modifier.
Hit: 1[W] + Strength or Wisdom modifier damage per attack.

Tusks of the Boar
You attack twice, causing your foes to stagger backward.
Encounter ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Targets: One or two creatures
Attack: Strength vs. AC; two attacks
Hit: 1[W] + Strength modifier damage per attack. With each hit, you push the target 1 square. If both attacks hit the same target, you push the target a number of squares equal to 1 + your Strength modifier.

Level 5 Daily Exploits

Sleeper Hold
Quicker than a lullaby, and a lot more badass.
Daily ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed. You must have the target grabbed, it must be a large or smaller creature
Target: One creature
Attack: Strength vs Fortitude
Hit: 1 [W] + Strength modifier damage.
Effect: Target is dazed (save ends - The enemy gets a bonus to this save equal to either their strength or constitution modifier). If the target fails its first save, it falls unconscious (save ends).

Dragon's Fury
You leap into the fray and unleash a torrent of destruction upon your unsuspecting foes, staggering them with the ferocity of your attacks.
Daily ✦ Martial, Weapon
Standard Action Melee
Requirement: Unarmed or Quarterstaff.
Targets: One or two creatures
Attack: Strength vs. AC; two attacks
Special: Before or after these attacks, you can move your speed without provoking opportunity attacks.
Hit: 1[W] + Strength modifier damage per attack.
Martial Expertise: If an attack hits, the target is dazed until the end of your next turn. If both attacks hit the same target, it is dazed and slowed until the end of your next turn.